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It is currently Fri Nov 29, 2024 10:58 am
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JeffL
Site Admin / Dev Team
Team:
Main: Jeff_L
Level: 1028 Class:
Sniper
Joined: Wed Mar 23, 2005 2:21 am Location: Santa Clara, CA
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Feedback on the new AI levels, swarming, placements, etc
Hi guys -
Please give me feedback on the current AI levels, how they swarm, where they are placed in Celestial, EF, Perilous, etc, so that I can make adjustments before the new uni.
Also keep in mind that I do plan on giving every AI at least one super item, so a lot of them might seem over-leveled for now, but hopefully when they get some special sauce, they're level should be more correct.
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Fri Nov 18, 2011 2:52 am |
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Chaosking3
Team:
Main: Spatzz
Level: 2402 Class:
Engineer
Joined: Mon Jul 27, 2009 12:40 am
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Re: Feedback on the new AI levels, swarming, placements, etc
JeffL wrote: Hi guys -
Please give me feedback on the current AI levels, how they swarm, where they are placed in Celestial, EF, Perilous, etc, so that I can make adjustments before the new uni.
Also keep in mind that I do plan on giving every AI at least one super item, so a lot of them might seem over-leveled for now, but hopefully when they get some special sauce, they're level should be more correct.
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JeffL wrote: Come have sex with me in space, my lord
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Fri Nov 18, 2011 3:15 am |
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Cygnus
Team:
Main: __
Level: 2482 Class:
Berserker
Joined: Fri Jun 06, 2008 11:38 pm
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Re: Feedback on the new AI levels, swarming, placements, etc
Lower level AI seem fine-ish from what i've experienced so far. Seems that with the increases in levels, though, forgies and possibly picks are now a bit too low level, a small 100-200 level boost on them wouldn't be uncalled for.
BG's are, as always, way too tanky for their level. They should be either higher level or less resistant, one of the two. Personally i prefer higher level, since they're not actually badly balanced as-is, just too low of level to be worth the bother.
EDIT: Also, I dont know if it's intentional, but there seem to be a lot more forgones in perilous, and i like that. It's a good change; i'd much rather have forgies than BG's.
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landswimmer wrote: ALL HAIL CYG THE MESSIAH!
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Fri Nov 18, 2011 3:34 am |
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Mail
Team:
Main: Time Warp
Level: 3162 Class:
Shield Monkey
Joined: Tue Sep 09, 2008 5:59 am Location: Australia
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Re: Feedback on the new AI levels, swarming, placements, etc
Cygnus wrote: Lower level AI seem fine-ish from what i've experienced so far. Seems that with the increases in levels, though, forgies and possibly picks are now a bit too low level, a small 100-200 level boost on them wouldn't be uncalled for.
BG's are, as always, way too tanky for their level. They should be either higher level or less resistant, one of the two. Personally i prefer higher level, since they're not actually badly balanced as-is, just too low of level to be worth the bother.
EDIT: Also, I dont know if it's intentional, but there seem to be a lot more forgones in perilous, and i like that. It's a good change; i'd much rather have forgies than BG's. I disagree, BG's are the entry-level into peri space. Although you find more powerful Rosmaries/Basils there, BG's are the first 'real' thing that a new player will face. They do relatively low damage, which is what makes them great for new players, however, the resist is WAAY too much. Reduce the resist, keep everything else the same, would be very good.
And on that note, can we just have more Ais in perilous space, double the current would be great, is not more! It would make roamer-leveling viable again. You rarely see this anymore, but I used to love fighting 10 Forgones, 2 GBs, like 5 Drops, 4BGs and a couple vultur all at once -It's the most fun you can have in pvai imo. We need more of that, I don't want to sound like a broken record, but make perilous space perilous. However, go for the option I just described by throwing us LOADS and LOADS of Ai, rather than just putting some bullshit powerful in there. Would go a long way.
Also, more vultures in general, and roaming condors. Far to little vultures.
Penis Face
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Fri Nov 18, 2011 7:00 am |
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Cygnus
Team:
Main: __
Level: 2482 Class:
Berserker
Joined: Fri Jun 06, 2008 11:38 pm
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Re: Feedback on the new AI levels, swarming, placements, etc
I dont think more vultures are necessarily a good idea...they can cause some classes a lot of trouble already!
_________________ http://www.fanfiction.net/u/1408128/Demiser_of_D
landswimmer wrote: ALL HAIL CYG THE MESSIAH!
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Fri Nov 18, 2011 11:09 am |
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yugioh124
Team:
Main: yugioh
Level: 1854 Class:
Fleet Commander
Joined: Mon Aug 22, 2005 8:17 am Location: Classified
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Re: Feedback on the new AI levels, swarming, placements, etc
There should be more reaver roaming AI (not grim, the single-fire ones). I'd like to see them as common as picks/forgones, they're well-balanced and a nice bit of variety.
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Fri Nov 18, 2011 12:48 pm |
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lordjeroen
Team:
Main: number666.5
Level: 1885 Class:
Fleet Commander
Joined: Wed May 03, 2006 4:12 pm Location: in hell drinking beer
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Re: Feedback on the new AI levels, swarming, placements, etc
i have seen some low lvl ai with higher lvls, should make lvling at low lvls easy about peril some more AI would be better, i sometimes have to look 5 gals till i find a AI. maybe some new ones since forgys BGs picks and wattages are getting old
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Fri Nov 18, 2011 1:21 pm |
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shawn_mccall
Team:
Main: shawn - mccall
Level: 2411 Class:
Fleet Commander
Joined: Sun Jan 06, 2008 12:53 am
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Re: Feedback on the new AI levels, swarming, placements, etc
yugioh124 wrote: There should be more reaver roaming AI (not grim, the single-fire ones). I'd like to see them as common as picks/forgones, they're well-balanced and a nice bit of variety. Not well balanced at all imo. I kill them easily on a level 302 sniper that has 12k shields, 700 range, and 40 vis with an Urqa Ka. That's not good for any AI of that level.
There should be more of them though, but cut the Reaver Corpse drop rate to compensate. The only remotely challenging part of getting a Reaver+ is the corpses and if you raise the amount of Reavers than it will be simpler to build than a Space Blue Alpha.
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Fri Nov 18, 2011 1:59 pm |
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Xonok2
Team:
Main: Xonok6
Level: 590 Class:
Berserker
Joined: Fri Jul 11, 2008 4:31 am
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Re: Feedback on the new AI levels, swarming, placements, etc
shawn_mccall wrote: yugioh124 wrote: There should be more reaver roaming AI (not grim, the single-fire ones). I'd like to see them as common as picks/forgones, they're well-balanced and a nice bit of variety. Not well balanced at all imo. I kill them easily on a level 302 sniper that has 12k shields, 700 range, and 40 vis with an Urqa Ka. That's not good for any AI of that level.
There should be more of them though, but cut the Reaver Corpse drop rate to compensate. The only remotely challenging part of getting a Reaver+ is the corpses and if you raise the amount of Reavers than it will be simpler to build than a Space Blue Alpha.What?
_________________ Seriously, PvB and BvB was a lot more funny when bases didnt throw marbles at you xD
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Sat Nov 19, 2011 5:49 am |
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paxiprime
Member
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Main: Paxx
Level: 2918 Class:
Berserker
Joined: Mon Mar 14, 2011 4:44 pm Location: Californication
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Re: Feedback on the new AI levels, swarming, placements, etc
He is saying that if they increase the amount of roaming reavers, a Reaver+ build would be easier than a Space blue alpha build. Lol
But definatly add more AI. I also enjoyed fighting off the tons of tons of diverse AI in peri
- Paxx
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Sat Nov 19, 2011 6:55 am |
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kanescreed
Member
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Main: Qlimax
Level: 1753 Class:
Seer
Joined: Fri Feb 12, 2010 9:28 am
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Re: Feedback on the new AI levels, swarming, placements, etc
emperors rate of fire is insane.
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Sat Nov 19, 2011 7:03 am |
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shawn_mccall
Team:
Main: shawn - mccall
Level: 2411 Class:
Fleet Commander
Joined: Sun Jan 06, 2008 12:53 am
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Re: Feedback on the new AI levels, swarming, placements, etc
Xonok2 wrote: shawn_mccall wrote: yugioh124 wrote: There should be more reaver roaming AI (not grim, the single-fire ones). I'd like to see them as common as picks/forgones, they're well-balanced and a nice bit of variety. Not well balanced at all imo. I kill them easily on a level 302 sniper that has 12k shields, 700 range, and 40 vis with an Urqa Ka. That's not good for any AI of that level.
There should be more of them though, but cut the Reaver Corpse drop rate to compensate. The only remotely challenging part of getting a Reaver+ is the corpses and if you raise the amount of Reavers than it will be simpler to build than a Space Blue Alpha.What? Reaver+ = Challenging build because of the 11 corpses needed. More Reavers = More Corpses. More Corpses = I can build a Reaver+ every single day of the year provided I have a way to get bps.
Oh, and the BPs are piss easy to get.
Understaand now?
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Neba wrote: BLACK PEOPLE DON'T GET RICE
andezrhode wrote: goett wrote: All oly ships look way to geometrically conservative for my tastes. thats because most graphic designers are squares
goett wrote: Fired bullets taste like candy.
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Sat Nov 19, 2011 5:44 pm |
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Cygnus
Team:
Main: __
Level: 2482 Class:
Berserker
Joined: Fri Jun 06, 2008 11:38 pm
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Re: Feedback on the new AI levels, swarming, placements, etc
Rosies seem a bit too low level now. They should be a bit higher. All level 500-1500 AI should be boosted 100-300 levels, imo.
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landswimmer wrote: ALL HAIL CYG THE MESSIAH!
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Sun Nov 20, 2011 1:39 am |
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Xonok2
Team:
Main: Xonok6
Level: 590 Class:
Berserker
Joined: Fri Jul 11, 2008 4:31 am
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Re: Feedback on the new AI levels, swarming, placements, etc
Clefts are agro, so it doesnt matter if there in the same team or not. Also sawtooths are agro to all levels, which can get quite destructive. I see lots of clefts, infernoes and ragnarocks(but not swarms). What's harder to find is goblins, but i like it that way. Good job.
_________________ Seriously, PvB and BvB was a lot more funny when bases didnt throw marbles at you xD
Tomzta09 wrote: Why do people say grow some balls? Balls are weak and sensitive.
Grow a vagina, those things take a pounding.
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Sun Nov 20, 2011 8:53 am |
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Antilzah
Team:
Main: Blizzara
Level: 2100 Class:
Engineer
Joined: Wed Dec 05, 2007 4:25 pm Location: Oulu, Finland
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Re: Feedback on the new AI levels, swarming, placements, etc
shawn_mccall wrote: yugioh124 wrote: There should be more reaver roaming AI (not grim, the single-fire ones). I'd like to see them as common as picks/forgones, they're well-balanced and a nice bit of variety. Not well balanced at all imo. I kill them easily on a level 302 sniper that has 12k shields, 700 range, and 40 vis with an Urqa Ka. That's not good for any AI of that level.1. I believe that alt was created before core skill points were changed. 2. You're an experienced player and you killing stuff easily doesn't really count. 3. Sniper is overpowered.
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Sun Nov 20, 2011 9:49 pm |
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